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Plan a ‘choose your own adventure' story

Integrating Digital Technologies
Years 3-4

DT+ English

Students create a storyboard to plan a ‘choose your own adventure' story, where the reader is provided with a number of decisions that lead to alternative endings.

Storyboard flowchart diagram

Suggested steps

  1. Read a ‘choose your own adventure' story to the class and model the construction of a storyboard to graphically portray the choices the reader encounters and the subsequent outcome of each choice. Explain that the concept of a choose your own adventure story is to allow the readers to choose different pathways leading to alternative events within the plot.

  2. Students explore the concept of decisions (branching) by planning and creating their own choose your own adventure story.

  3. Students use a storyboard to graphically display the plot, including all choices offered and alternative endings.

  4. Students use the Hyperlink function within PowerPoint to create the interactive story. Branching options can be provided via buttons or symbols to support the reader to navigate their way through the plot.


  • Invite students to share their interactive stories with their peers and discuss the alternative endings or variations to endings.
  • List some of the choices the students have provided the readers as alternative pathways within the plot.
  • Consider how some choices lead to a chain of events that are riskier than others?
  • Explain that a choose your own adventure story can be likened to the concept of ‘branching’ or decision making where we can change our actions based on the value of data.

  • Ask students to consider the information they had to provide the reader to help them make their decision. Was there enough information provided to help them decide which path to take? Was it confusing at any point? Centre the discussion on data and ask student to suggest what data was needed to help readers make their decisions.

Why is this relevant?

Decisions are an important concept of computational thinking. They allow actions to be changed based on the value of data. Algorithms are the step-by-step procedures required for solving a problem. A storyboard depicting a choice of events within a plot is a fun way of visualising algorithms and can be an effective way to teach the concept of ‘branching’. Branching involves making a decision between one of two or more actions depending on sets of conditions and the data provided.

This activity can be used to strengthen students understanding of computer programming as a series of instructions that can change depending on different user inputs or conditions. The focus is on how computers follow instructional pathways.